Combat Actions Table
| Action | Limitations | Resolving |
|---|---|---|
| Grapple | (Free hand or weapon with Grapple or target is grappled/restrained), target max 1 size larger, Attack | (MAP) Athletics vs target Fortitude DC. |
| Shove | (Free hand or weapon with Shove), target max 1 size larger, Attack | (MAP) Athletics vs target Fortitude DC |
| Trip | (Free hand or weapon with Trip), target max 1 size larger, Attack | (MAP) Athletics vs target Reflex DC |
| Disarm | (Free hand or weapon with Disarm), target max 1 size larger, Attack | (MAP) Athletics vs target Reflex DC |
| Force Open | Target openable object, Attack | (MAP) Athletics vs open DC |
| Jump | More than 10 feet speed for horizontal jumps, Move | Athletics check |
| Tumble Through | Acrobatics | |
| Hide | Cover or concealment | Stealth |
| Sneak | Must be Hidden, Move | Stealth |
| Conceal an Object | Manipulate | Stealth |
| Recall Knowledge | Varies: -Arcana -Crafting -Lore -Occultism -Society -Religion -Nature -Medicine | |
| Treat Poison | (Holding healer’s tools or (free hand and wearing healer’s tools)), Manipulate | Medicine |
| Administer First Aid ✰✰ | Holding healer’s tools or (free hand and wearing healer’s tools), Manipulate | Medicine |
| Battle Medicine | Skill Feat, Trained Medicine, (Holding healer’s tools or (free hand and wearing healer’s tools)), 1x per day per target, Manipulate | Medicine |
| Create a Diversion | Deception | |
| Feint | In melee range, Trained Deception | Deception |
| Bon Mot | Skill Feat, Trained Diplomacy | Diplomacy |
| Demoralize | Intimidation | |
| Steal | Manipulate | Thievery |
| Palm an Object | Manipulate | Thievery |
| Pick a Lock ✰✰ | Holding Thieves Tools, Manipulate | Thievery |
| Disable a Device | Sometimes holding thieves Tools, Manipulate | Thievery |
| Disable a Hazard | Variable requirements, Manipulate | Varies: -Thievery -Arcana -Nature -Survival -Occultism -Religion |
| Escape | Attack, (must be grabbed or immobilized or restrained) | Varies (MAP): -Athletics vs Thievery -Spell DC -Escape DC -Athletic or Acrobatics check |
| Aid | ||
| Delay (Free Action) | ||
| Point Out | Manipulate, Auditory, Visual | |
| Raise a Shield | Holding a Shield | |
| Ready | ||
| Take Cover | ||
| Stride | ||
| Step | ||
| Attack (Ranged) | Attack | |
| Strike | Attack | |
| Activate Magic Item | ||
| Cast a spell (attack roll) | Attack | |
| Cast a spell (saving throw) | ||
| Draw a weapon | ||
| Sheath a weapon | ||
| Interact | Manipulate | |
| Take Control | Inside a vehicle, Manipulate | |
| Stop | Inside a vehicle, Manipulate | |
| Release (outside of your turn) | ||
| Command an Animal | Auditory, Concentrate | Nature vs target Will DC (reduced by attitude, auto-fail on hostile/unfriendly) |
| Drop Prone | Move | |
| Crawl | You are prone, Speed at least 10 feet, Move | |
| Leap | More than 10 feet speed for horizontal jumps, Move | |
| Seek | Concentrate, Secret | |
| Balance | Move, (your square contains a narrow surface, uneven ground, or another similar feature.) | Acrobatics vs Balance DC |
| Board | Move, you are adjacent to a point of entry on the vehicle you are attempting to board | If vehicle is in motion: Acrobatics or Athletics vs vehicle’s AC |
| Disembark | Move, you are adjacent to a point of exit on the vehicle you are attempting to board | If vehicle is in motion: Acrobatics or Athletics vs vehicle’s AC |
| Burrow | Move, you have a burrow speed, (can only use on dirt, sand, or other losse material) | |
| Climb | Both hands free, Move | Unless easy: Athletics vs GM determined DC |
| Drive ✰/✰✰/✰✰✰ | You are piloting a vehicle, Move | Piloting check |
| Fly | You have a fly speed, Move | |
| Swim | If water is turbulent or dangerous: Athletics check | |
| Stand | ||
| Run Over ✰✰✰ | You are piloting a vehicle, Move, Reckless | |
| Mount | You are adjacent to a creature that is at least one size larger than you and is willing to be your mount, Move | |
| Maneuver in Flight | You have a fly Speed, Move | Acrobatics vs GM determined DC |
Keywords:
Attack
An ability with this trait involves an attack. For each attack you make beyond the first on your turn, you take a multiple attack penalty. Your second attack takes a –5 penalty, and any subsequent attacks take a –10 penalty. The multiple attack penalty doesn’t apply to attacks you make when it isn’t your turn (such as attacks made as part of a reaction). You can use a weapon with the agile trait to reduce your multiple attack penalty.
Manipulate
You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Move
An action with this trait involves moving from one space to another.
Reckless
Actions with the reckless trait run the risk of the pilot losing control of a vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle.